Cloaking The Hive In 1.1
Okabore
Join Date: 2002-11-21 Member: 9505Members
<div class="IPBDescription">or squat that house</div> Some people (including me) has questioned the usefullness of being able to cloak the hive but consider this.
The marines have produced a two hive lockdown and the skulks have trouble cleansing da intruders. Enter stage right the litterarly resourcefull gorge. He sneaks into the hive the skulks isn't hitting while audience is screaming for the marines to turn around. Fast before the turrets have too much time to allert commander (should be ample time if skulks are attacking another hive) he builds a sensory chamber and a hive. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> exit stage left chuckling as he goes.
A couple of minutes later aliens have 2 hives and full force of fades while marines go wth?!!!11oneone.
Important thing is to make sure that no one draws any attention to the second hive. The marines must feel secure untill it is too late. At that time the aliens changes the hive they are attacking and liberate the neglegted and forgotten second hive in one fast swipe.
The marines have produced a two hive lockdown and the skulks have trouble cleansing da intruders. Enter stage right the litterarly resourcefull gorge. He sneaks into the hive the skulks isn't hitting while audience is screaming for the marines to turn around. Fast before the turrets have too much time to allert commander (should be ample time if skulks are attacking another hive) he builds a sensory chamber and a hive. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> exit stage left chuckling as he goes.
A couple of minutes later aliens have 2 hives and full force of fades while marines go wth?!!!11oneone.
Important thing is to make sure that no one draws any attention to the second hive. The marines must feel secure untill it is too late. At that time the aliens changes the hive they are attacking and liberate the neglegted and forgotten second hive in one fast swipe.
Comments
BUT! u forget one big point which renders this strategy a pointless exercise in 1.1
if ur hive 1 with a lot of resources, who nees a hive when u all bunch up and become the skull crushing, lock down bashing, marine chomping, heavy heaving, 5th ability make marines crap their armour.
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> RRAARRR!!
The marines have produced a two hive lockdown and the skulks have trouble cleansing da intruders. Enter stage right the litterarly resourcefull gorge. He sneaks into the hive the skulks isn't hitting while audience is screaming for the marines to turn around. Fast before the turrets have too much time to allert commander (should be ample time if skulks are attacking another hive) he builds a sensory chamber and a hive. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> exit stage left chuckling as he goes.
A couple of minutes later aliens have 2 hives and full force of fades while marines go wth?!!!11oneone.
Important thing is to make sure that no one draws any attention to the second hive. The marines must feel secure untill it is too late. At that time the aliens changes the hive they are attacking and liberate the neglegted and forgotten second hive in one fast swipe. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ahhaha that'll be damn hilarious
The marines have produced a two hive lockdown and the skulks have trouble cleansing da intruders. Enter stage right the litterarly resourcefull gorge. He sneaks into the hive the skulks isn't hitting while audience is screaming for the marines to turn around. Fast before the turrets have too much time to allert commander (should be ample time if skulks are attacking another hive) he builds a sensory chamber and a hive. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> exit stage left chuckling as he goes.
A couple of minutes later aliens have 2 hives and full force of fades while marines go wth?!!!11oneone.
Important thing is to make sure that no one draws any attention to the second hive. The marines must feel secure untill it is too late. At that time the aliens changes the hive they are attacking and liberate the neglegted and forgotten second hive in one fast swipe. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If that is possible in 1.1 this is going to be really great !!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i still wanna see a changelog for 1.1
- RD
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> RRAARRR!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Just speculating since I don't know how it will be implemented in 1.1 but maybe the ones who like their fades with a spread of acidspam on the side would like the second hive.
My guess is that you still will need more than one hive to get acidrocket or other L337 wepons. Personally I'm a jawsnappning skulk so I don't mind that much.
because it would still be better than getting just a node? to deny tech?
in 1.04 if you can get into a locked down hive and put up a WoL where the hive is then the DC's keep the hive from dying and the OC's prevent the marines from removing the DC's
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besides, don't the ocs get destroyed during creation by the sentries?
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besides, don't the ocs get destroyed during creation by the sentries? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
First of all--There needs to be upgraded weapons for a single HMG'er to take down the hive. If you have maxed out chambers in that area (what's the limit again?), and a Gorge Health Spraying the hive, then you would require at least 2-5. LMG, maybe.
And offense chambers don't get destroyed my the sentries unless you build it with no backups at all. You can't sit and mull over one--you have to place them all around, to distract the turrets. Plus, with a bunch of defense chambers, the turrets will get pwndid. I did that once in Generator hive, I should know =D
Please do your research first.
But seriously...what marine team wouldn't notice a gorge dropping like 14 chambers and a hive in a room that has turrets and seige cannons in it?.
Just imagine this : hive cloaked by a sensory chamber , skulks harassing the other locked hive (or the marine base) to make sure no curious marines investigates the cloaked hive room. Then a skulk spawns at the hidden hive , remaining cloaked himself. Others spawn here , or use the movement chamber to reach it , still unnoticed. Everything goes silent for a minute , marines repair their hammered outpost , and all of the sudden 4+ skulks leap at the phase gate before any marine could react , destroy it (or phase in to take out the obs/IPs) while fade , lerk and gorge proceed to cleanse the hive room.
The cloaked hive is the key to alien comebacks.